Esobok

Level 3
Creature· monitorMediumRemaster
AC 18
HP 55
Speed 30 ft.
Fort +11
Ref +8
Will +8
Perc +12
Size Medium
Common
Resistances poison 5, void 5
Spells
Divine Innate Spells (DC 0, attack +0)
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 60 ft. (imprecise), scent 60 ft. (imprecise)
Skills survival +10, intimidation +9, acrobatics +8, athletics +8, stealth +8, religion +4
Recall Knowledge religion DC 18

Attacks

Melee Jaws +12/+7/+2(magical)
Damage: 1d10+3 piercing
Effect: grab, spirit touch
Melee Claw +12/+8/+4(agile, magical)
Damage: 1d6+3 slashing
Effect: spirit touch

Abilities

Lifesense 60 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Pounceoffensive

The esobok Strides and then makes a Strike. If it began this action Hidden, it remains hidden until after the Strike.

Shepherd's Touchoffensive

An esobok's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead.

Wrench Spiritoffensive(attack, divine, incapacitation)

Requirements A creature is Grabbed or Restrained by the esobok's jaws

The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) who roll a failure or critical failure on the save get a success instead. Critical Success The creature is unaffected. Success The target is Stunned 1. Failure The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are Paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

Esoboks are brute hunters and pugnacious sentinels who serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice.


Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.